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Hudson

Proximity fused amraams

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As Im sure many of you have noticed ingame at times the missiles in OFP have a serious limit as to how far and fast they can turn. Shooting AA guided rockets at other flying aircraft usually ends up in a miss ingame. Even worse is trying to hit an opponent with a side shot. Well no more! Im proud to announce the first missile in OFP with a working proximity fuse. Just get that missile within 15 meters and KABOOM! With pennywises new proximity fuse script being introduced soon in the F18 v1.2 release, you can fire at your target with alittle more assurance your gonna get a hit. Here are a couple screenshots to show you the effect....

Here is the v1.0 release of the F18 shooting an AMRAAM at a Su25 from a side angle.

pf1.jpg

and in this shot the missile has passed by the target :-( leaving you helpless as the enemies wingman has now manuvered to your six and your AA warning light is buzzing...

pf2.jpg

Now we have all seen that ingame many times Im sure. The missile comes O so close but just dosent make contact. Well in real life with most AA missiles you just got to get close. Kinda like horseshoes and hand grenades. Now for the new Hornet with the proximity fused AMRAAMs (taken about 1 billionth of a nano second before detonation, got lucky with this shot)....

pf3.jpg

And after the missile comes within 15 meters of the target...

pf4.jpg

No more bad guy! Thats more like it, missiles that actually hit something. No more "No fair, I only missed you by 6 inches". With the proximity script the average hit per missile during testing was around 80%. Thats againts AI flying aircraft without working countermeasures. Against players with working countermeasures it can still be a challenge to hit that often, some splash dammage will usually occur though. Scripts were designed and heavily tested in MP so get your buddies ready for some serious MP AA action!

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Hmm.. amraam is no dogfight missile  biggrin_o.gif  

The ones that will come with FDFMod have maneuverability of some 20-40 which is well suited for MP too. We managed to make them hit their targets by increasing the "thrust"-variable to something like 300 if my memory serves me well.. They can be fired from some 4k's away from the target and they rarely miss..

And yes, we don't support countermeasures  biggrin_o.gif

Download the mod when it arrives and you'll see what we have managed to do.

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Hmm.. amraam is no dogfight missile  biggrin_o.gif  

Yes AMRAAM is a air to air missile. Advanced Medium Range Air-to-air Missile.

Quote[/b] ]The ones that will come with FDFMod have maneuverability of some 20-40 which is well suited for MP too. We managed to make them hit their targets by increasing the "thrust"-variable to something like 300 if my memory serves me well.

I use maneuvrability=60.0; thrust=650; These settings are only going to get you minimal adjustments ingame. Ive tried from maneuvrability=0.005 it 200 and thrust settings and airfriction and everyother command in the book.

Quote[/b] ] They can be fired from some 4k's away from the target and they rarely miss..

Hmm, I really doubt that. Every AA missile Ive seen in OFP has the same problem, unless your lined up perfect behind your target, who is flying a straight line, your gonna miss most the time. Unless of course your firing at a stationary helicopter. Try making a shot like in my last pic

biggrin_o.gif from the side close range. I guarantee you 90 out of 100 will miss. OFP dosent allow tight turn radius on objects traveling at highspeed without some sort of setvelocity.

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Looks nice, can't wait to get it smile_o.gif

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Hmm.. amraam is no dogfight missile  biggrin_o.gif  

Yes AMRAAM is a air to air missile. Advanced Medium Range Air-to-air Missile.

Dogfight missile = close range,like the sidewinder,atoll and aphid

More manoeuvrable than their medium or long range counterparts.

I think that's what he meant smile_o.gif

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the proximity amraam looks promising

hudson, may i suggest you to make f18 able to lock on lasertargets in the update? wink_o.gif

the current version cant.

greetings

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hudson can you fix the problem with the AI in previous version the AI never uses Cluster Bombs can you fix that too in new version rock.gif

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the proximity amraam looks promising

hudson, may i suggest you to make f18 able to lock on lasertargets in the update? wink_o.gif

the current version cant.

greetings

Make which weapon lock lasertargets?

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well the bombs i would say...plus with the rockets on the tip of the wings... will u be able to make t fire?like u can have them on all the planes just to five it some more power

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the proximity amraam looks promising

hudson, may i suggest you to make f18 able to lock on lasertargets in the update? wink_o.gif

the current version cant.

greetings

Make which weapon lock lasertargets?

Cluster Boms please

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oh also the script for the clusterbombs.. can u add it into the plane instead of having it seperate?

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oh also the script for the clusterbombs.. can u add it into the plane instead of having it seperate?

The script is added to the plane, the only thing that is seperate about the CBU is the setup dialog. Since they can only be setup using a hpp file it has to be done the way it is. The CBU still works without the dialogs, you just cant adjust the spread of the bomblets.

@extraction. CBUs arnt laser guided tounge_o.gif But I dont see it being a big problem so yeah, maybe they will be laser targetable. Im working right now on trying to get the AI to drop them without a DoFire command. Does anyone know of a user made addon out there that uses bombs, and the AI attacks with them?

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the proximity amraam looks promising

hudson, may i suggest you to make f18 able to lock on lasertargets in the update? wink_o.gif

the current version cant.

greetings

Make which weapon lock lasertargets?

good question  tounge_o.gif

are you going to include the paveways again?

i was wondering anyways why they werent in the v1

if so, i´d say let them lock on

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are you going to include the paveways again?

i was wondering anyways why they werent in the v1

if so, i´d say let them lock on

Nope, however version 1.2 does now have a really groovy GBU-16 that is laser/IR lockable.

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are you going to include the paveways again?

i was wondering anyways why they werent in the v1

if so, i´d say let them lock on

Nope, however version 1.2 does now have a really groovy GBU-16 that is laser/IR lockable.

still cool enough  smile_o.gif

oh and is the canon still displaying those explosion- clouds?

it makes the a10 jealous... wink_o.gif

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Yep, I meant that amraams aren't used in close combat since it doesn't have as good maneuverability as sidewinder for example.

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